Torchmodders

Mod Projects => Kva3imoda's Playground => Topic started by: Kva3imoda on September 07, 2015, 07:24:13 pm


Title: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on September 07, 2015, 07:24:13 pm
My old vision

Previously, I had a solid idea of how to implement this part of mod.
It was quite simple - you have passives, you have one type of Points - all this allows you to progress and become stronger.

(http://i.imgur.com/GU5t5bN.png)

On the screenshot you can see the latest version this system, which we did together with gytfunke year ago.
(Technically, all made gytfunke, I just gave the direction - many thanks to him.)

The main idea is that you don`t have a Prepared Сharacter Class(like in ARPG) - you build your character like in RPG. Some characters may have starting bonuses and disadvantages, including locked passives.

You can see "the stats"( Strength, Dexterity, Intelligence), but it's "fake stats" in reality it is also passive skills.
I did it because I did not know how to change standard bonuses for the stats - it interferes, because I needed the other bonuses.

But one year - is a long time, a lot has changed in that time:

1. Firstly, the greatest invention of gytfunke - STATS OVERHAUL (http://torchmodders.com/forums/modding-questions/character-stats/msg282/#msg282)

2. Secondly, I have discovered one sad thing - "I technically can`t increase a level of passive is higher than a character level(is hardcoded in the game)." This is a huge drawback that breaks all that has been done before.  :( Because my passives has many levels(50), but it is impossible to increase ahead a character level.

So I should do two steps back to start again!
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on September 07, 2015, 07:26:32 pm
My new vision of this system!

1. Firstly - I return the Stats. Using the idea of gytfunke now I can make any bonuses.

(http://i.imgur.com/ciXKxDq.jpg)

The Stats - this is very convenient, because a lot in the game associated with it. Bonuses for items, requirements and more.
I'm really happy that I can do it

2. I must to remake all my ready passives and I'm not happy that I needed to do it.  :D

But...

I am returning 15-level passives. Yup, I need to reduce my 50-level passives, but there is undoubted advantages.

 a) This is a standard amount for the game and I will have less problems (http://forums.runicgames.com/viewtopic.php?f=57&t=60026&p=498686&hilit=tags.dat#p498686).
 b) Now I think that 50 is too many levels, it is boring to increase - you have to click the mouse many times to get some valuable bonus.
 с) You can get (technically) a maximum of a passive at character level 15 - it's awesome.
 d) Standard hardcoded widgets for Skill Tiers1-3 work great.

I believe that this new system will be much better than my old version.  :)
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: gytfunke on September 07, 2015, 07:57:45 pm
I really like the new UI, it's nice and compact.  Lemme know if you need help implementing the new passives.
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on September 07, 2015, 09:01:16 pm
Lemme know if you need help implementing the new passives.
Thanks gytfunke, but I do not want to bother you with my problems.  :) I'll try to remake the passives myself, and if I failed - then ask for help.

In any case, I'm always ready for discussion and new ideas. Time is running, and today we are not like yesterday.  8)

P.S. Oh, gytfunke, can you make me the new(or rework old) passive Lady Luck? This should have 16 levels, the standart Tiers and the new Luck stat(Each level gives us +1 Luck. Max = 16).  :)
The latest build that you've done for me: DPSKILLS_GYT.rar (https://drive.google.com/file/d/0BwZNatjl1ZmpNVh4MzZjai1DUlE/view?usp=sharing)
Use Adventurer or Mage characters for test.
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: gytfunke on September 08, 2015, 03:24:34 am
Sounds good, Kva3i.  Passives are a good place to start with skill creation.

I do have some working files that will help you: my PMPE templates for your skills.  I'm going to translate them to PMPE 2.0 later today and I'll send them to you.

With those, you can just change the level ranges for which the components of the passives appear.  That means you can set the tier bonuses to appear at the levels you wish, perhaps 5, 10 and 15, and it's very easy.
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on September 08, 2015, 04:53:50 am
Passives are a good place to start with skill creation.
Yes, I know, but I already do too much, I'm afraid my head will explode someday.  :D
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: gytfunke on September 08, 2015, 05:54:52 am
Here is the link to the new Luck skill and the templates.

https://drive.google.com/file/d/0B5_51x6ALcyzYlpMZUJSR1Y1TDQ/view?usp=sharing

I don't know if you've ever used the PMPE before, but I included everything you need to use the templates here, including an install file for PERL, which is required to run the PMPE (this is why the download is 60MB).  I haven't adjusted the templates for the number of levels you want to use.


And yes, it's good not to try to do it all. Head explosions are bad.
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on September 08, 2015, 03:19:54 pm
I'm afraid my head will explode someday.  :D
Head explosions are bad.
I'm afraid that my head is already exploded.  :D
I made a mistake, I need 15-level skills (standard), and not the 16-level, as I wrote above.  :(
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on September 08, 2015, 03:29:03 pm
Here is the link to the new Luck skill and the templates.
Thank you, gytfunke. I tried the new skill, but for some reason it only works up to 5 levels. I try to understand what is not working properly.
And I'm not sure that I can understand how PMPE works. Manually I can do everything faster.  :)
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: gytfunke on September 08, 2015, 05:32:36 pm
Only 5?  Bizarre! I'll look again.
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on September 08, 2015, 05:42:37 pm
Only 5?
Yes, there may be a problem in Tier 1?

Now I rework Demolisher, works fine with 15 levels, but I need to somehow transform graphs.  Now, I suppose, I need a non-linear graph for the damage.
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: gytfunke on September 08, 2015, 05:43:51 pm
Fixed

https://drive.google.com/file/d/0B5_51x6ALcyzQzhiNXpuTkJkNE0/view?usp=sharing

Sorry, I made an error and then didn't check it afterwards  ;D
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on September 08, 2015, 06:01:30 pm
Fixed
Yes, now it works correctly. Thank you.  :)

But you forgot about ADDITIONALDESCRIPTION - I fixed it.
In addition, I returned the standard description for Tiers.

Now everything looks perfect!

(http://i.imgur.com/cUIrDVZ.png)
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on September 08, 2015, 06:08:35 pm
Later, I'll think about the bonuses - I believe that we need to use all appropriate: MF, GF, Fishing Luck, CritChance and maybe something else. And I'm not sure about the Fame.

As you remember - СritСhance must be fixed. I do not plan to use it as a bonus for items and stats. It's too valuable bonus. The player must cherish it.  :)
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on September 11, 2015, 07:37:42 pm
The Berserk Tier Bonus for Demolisher is so wonderful!  Right now, did a test in the game - it stimulates to fight again and again as quickly as possible unless you perish.  :D

Guys, you must to add this to TL1CP Destroyer.  :)
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Phanjam on September 12, 2015, 02:36:50 am
The Berserk Tier Bonus for Demolisher is so wonderful!  Right now, did a test in the game - it stimulates to fight again and again as quickly as possible unless you perish.  :D

Guys, you must to add this to TL1CP Destroyer.  :)

I cannot ignore this! :D Please give more of a description Kva!
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on September 12, 2015, 04:56:13 am
I cannot ignore this! :D Please give more of a description Kva!
Berserk
For 8 seconds after each kill your attack and movement speed increases but your armor decreases.  Can stack up to 5 times.
Requires a greataxe, greathammer, greatsword, staff or polearm

But I'm not sure how it would work in the vanilla.  :)
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Phanjam on September 12, 2015, 10:35:01 pm
But I'm not sure how it would work in the vanilla.  :)
Is it because it can be OP?
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Anarch16sync on September 13, 2015, 05:33:26 am
I cannot ignore this! :D Please give more of a description Kva!
Berserk
For 8 seconds after each kill your attack and movement speed increases but your armor decreases.  Can stack up to 5 times.
Requires a greataxe, greathammer, greatsword, staff or polearm

But I'm not sure how it would work in the vanilla.  :)

I would add a cast speed bonus also, since that would benefit the skill casting too.
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on November 10, 2015, 10:22:08 pm
Last time I thought a lot about what I needed and how to realize this.
Bad news:
The bad news is that the "spell" scroll/tome system is hopelessly hardcoded. The 4-spell limit is unavoidable and no part of the system can really be repurposed for anything else. So, you've pretty much got to do everything some other way.
http://torchmodders.com/forums/classes-skills/(discussion)-the-case-for-a-single-level-skill-model/msg3100/#msg3100

and Active skills are impossible without RMB (http://torchmodders.com/forums/modding-questions/skills-without-rmb-is-that-possible/msg3146/#msg3146)

Some good news:

The good news is that there is another way. You can do skill learning and unlearning via consumable items that uses the "set skill level" effect, so long as the PC unit has that skill. If you shadowed the skill levels with custom stats, you could do things like completely hide skills the player doesn't know and unlearning from a menu. For double the custom stat overhead you could even do temporary unlearning -- which would make de facto class changes possible.

Some skills(without animation) are functioning properly when using consumables- buffs, auras, etc.

Well, now I have to decide is it enough for battle 4 active skills at one moment?
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on November 10, 2015, 10:37:37 pm
Now I plan to make a non-consumable Spells that you can change at any time. I have an idea to make it as runes (stones, not scrolls). These items I use for active skills.

For various auras, buffs, etc. I plan to use Potions. Something like Potion of Speed, Potion of Stone skin, etc.

Based on my experience, I believe that 4 active skill enough to fight. What do you think guys?
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: gytfunke on November 11, 2015, 06:56:14 am
Yeah, I think 4 is ideal.  It's equal to the number of fingers you're likely to be using to punch hot keys.  I find that even in PoE, which has a much smaller hotbar, I usually only use 4 of the 7(or 8) allowable skills.
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on November 11, 2015, 12:49:39 pm
Yeah, I think 4 is ideal.
:) Thanks Gyt. Yes, I think the same way, but I wanted to give more skills for a mage-character. Also, I wanted to make a consumable grenades (Molotov cocktails, etc.), but now I do not see a way how to implement it.
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: Kva3imoda on November 11, 2015, 01:56:28 pm
The good news is that there is another way. You can do skill learning and unlearning via consumable items that uses the "set skill level" effect, so long as the PC unit has that skill.
Can I make a consumable grenades in this way? For example, when I use a grenade I learn a skill, then when the skill ends I unlearn it?
Title: Re: Stats, Skills, Passives for "The Dark Palace"
Post by: gytfunke on November 11, 2015, 03:19:50 pm
Yes, I think so.  Mostly it would be just like Chthon described, but to remove the skill you'll need a bit of extra setup.

If you want the grenade skill to be removed after a certain number of uses (you only picked up one grenade, perhaps?) then it would be pretty easy.  You can have the consumable grenade add 1 to a custom stat.  Then, give the active skill an effect that subtracts 1 from that stat every use.  Use a stat watcher to make the skill require 1 or more in the stat to be used.  Then, add another event that is linked to a statwatcher so it only fires if the stat is = 1.  This last event will unlearn the skill by setting its level to 0.